Tag: 广州qm百草园论坛

The site receives between three to five submissions (which are typically five pages long with up to 50 photos) per week, which go to a staging area and are managed by a former subscriber-turned-employee. “We don’t get to the same level as in-house content,” says Mikelonis. “We still want it to be peer-to-peer, but there are some basic requirements: It needs to have an introduction, at least three photos and demonstrate a sense of sequence and a result. When one of our readers sits down online, they want to know how to get something done.”If a member submits one tutorial, FordMuscle sends a t-shirt. If they do two, they get a hat. If a member does six, they receive $100. “If someone is especially enthusiastic, we may then bring them on as a freelancer,” says Mikelonis.Parts manufacturers can also be highlighted in the tutorial, although ads are not sold directly against it. Mikelonis says the site asks its top contributors what they might need for upgrades they’re working on. “We do not try to strong-arm the contributors into using parts from advertisers but we will steer them in that direction if a contributor’s needs and our resources align,” he adds.Selling Around UGCMikelonis says that advertisers haven’t tried to influence the tutorials. “We have not been put in that position yet. While we are confident we have more influence and reach than traditional print magazines, advertisers in our space are not yet willing to allocate an equal amount of dollars to their online and print ad expenditures. So, since our advertisers are probably aware they are getting a bargain with us, they then don’t feel compelled to make editorial demands.”FordMuscle sells an annual online subscription for $19.95 per year and is considering a pay-per-article model for the future (subscription accounts for about 40 percent of revenue, while advertising accounts for 60 percent). “I think we’d do a lot better,” says Mikelonis. “Although we call this a subscription, we know users don’t pay for the promise of new content. They pay for that article and access to our technical archive. The print model is counter to the way enthusiasts want information. They don’t want to pay a subscription and hope that next month they get an article relevant to their car.”FordMuscle.com generates about 160,000 unique visitors each month and expects to break $500,000 in revenue in 2009. In its 2009 Media & Entertainment Predictions report, consulting and advisory firm Deloitte warns that with no monetization schemes in place, user generated content will become less attractive to publishers. “A site with tens of millions of members, all submitting content and viewing each others’ digital offerings, was regarded as a good thing,” the report says. “During the coming year, that may well change, for the simple reason that while the absolute cost of creating the content may be tiny, the ability to realize any revenue from the content may be smaller still.”However, one online enthusiast publisher is starting to bridge the gap between UGC, editorial content and revenue. FordMuscle.com, which caters to Ford performance enthusiasts (and competes for the same automotive performance aftermarket advertising dollars as numerous Source Interlink titles such as Hot Rod and Car Craft), introduced a forum category called “Tech Exchange,” in which members can submit graphic how-tos. “The biggest problem in trying to produce in-house content is knowing that what our audience is doing in their garages is more diverse than anything we could do if we hired 20 guys, bought 100 cars and had all the free parts in the world,” says co-founder Jon Mikelonis.Polishing UGCFordMuscle staff edits outside content before it’s made available to readers and contributors are rewarded for their submissions. “Our advertisers appreciate peer-to-peer technical content as long as it’s edited, formatted, and scrubbed,” says Mikelonis. “Sure, if you open the flood gates and let anything go, advertisers will not want to be placed adjacent to foul content. Work at it, reward the contributors, play editor. And it just might work for your online community.”read more

WILMINGTON, MA — Below is an announcement from the Wilmington Police Department:On October 1, 1962, Congress, by a joint resolution, authorized and requested President John F. Kennedy to designate May 15 of each year as “Peace Officers Memorial Day,” and the week in which it falls as “National Police Week” to pay tribute to the law enforcement officers who have made the ultimate sacrifice for our country and to voice our appreciation for all those who currently serve on the front lines of the battle against crime.In honor of Police Week, members of the Wilmington Police Department will be wearing special patches throughout the month of May. This is the third and final specialty patch that will be worn by our Officers. Patches will be available for sale to the general public for $10 with all proceeds going to the New England Chapter of Concerns of Police Survivors (C.O.P.S.). You can learn about their mission to assist in the rebuilding of the lives of survivors of law enforcement officers killed in the line of duty at https://newenglandcops.org/.Like Wilmington Apple on Facebook. Follow Wilmington Apple on Twitter. Follow Wilmington Apple on Instagram. Subscribe to Wilmington Apple’s daily email newsletter HERE. Got a comment, question, photo, press release, or news tip? Email wilmingtonapple@gmail.com.Share this:TwitterFacebookLike this:Like Loading… RelatedSELECTMEN NEWS: Board Supports Fire & Police Substation In North Wilmington; Town To Vote On Project In April 2020?In “Government”Wilmington Police Launch ‘Police Explorers’ Program For Young Adults Interested In Law Enforcement CareerIn “Police Log”Wilmington Police Department’s New Explorers Program Now Accepting ApplicationsIn “Police Log”read more

The Valve Index is for PC gamers who use Steam VR…and you may not need all its parts. Sarah Tew/CNET There are plenty of PC-connected VR headsets, and most of them work the same way: a set of full-motion controllers, a bulky head display that has a long thick cord going to your PC. Maybe it has extra room sensors you need to set up. Maybe it doesn’t. The Valve Index is not much different from other PC VR headsets in that regard (see also: Oculus Rift S, HTC Vive, or Microsoft’s VR offerings). It’s not wireless, it doesn’t have eye tracking, and it hasn’t reinvented a way to not be a bulky, cabled headset.But it is probably one of the best PC VR headsets of the moment, and its wild new controllers feel like the future.And yet I recently had a realization I never thought of the first time I tried the hardware weeks ago: this doesn’t feel like a new system. That’s because you don’t need to buy all of it if you’re already someone who owns an HTC Vive.Now that the Valve Index is available (although current shipping times put new orders into mid-September), here’s my guide on how to consider whether to buy it — or which part of it.All the stuff in the Valve Index $999 package (you don’t need the sensor boxes if you already own a Vive). Scott Stein/CNET Welcome to the modular VR world of SteamI mean, of course, Valve Index is a new VR system. Index is a new head-mounted display, there are new controllers, and there’s a $1,000 box that includes all of this along with little boxes to mount in your room to track your movements.But what’s cool about the Index is it’s all made on the same Steam VR platform that the HTC Vive uses. You could mix and match Vive hardware and Valve Index hardware. This is, in a way, an HTC Vive 2.HTC isn’t making the Valve Index, to be clear. Vive still exists, and Valve Index will exist alongside it. But you can mix and match Vive and Valve Index hardware, both of which use Steam VR. Which means, if you already own a Vive, and you’re Valve Index-curious, you may want to just buy the Index’s super-cool new controllers instead, spend $279, and consider that your upgrade.Take a look at Valve’s different piecemeal part offerings for yourself. It felt a little tight-fitting over my glasses. Sarah Tew/CNET Index headset: Excellent video and audio, but…The Valve Index’s headset does look great, optically. The LCD resolution is sharp (1,440×1,600, same as the Vive Pro and Oculus Rift S, but lower-res than the HP Reverb), and the extra field of view (about 130 degrees) reduces the VR scuba-goggles feel. A faster 120Hz frame rate makes things feel even smoother-moving and more present (there’s an experimental 144Hz mode in Steam VR, but I haven’t felt the need). The hovering pull-down speakers on the sides deliver booming, crisp sound. In that sense, it’s a head-mounted display that feels really good.However, the Valve Index lacks a few things. It’s not wireless, which means you need a cable tether. The Index’s streamlined cable setup skips the clunkier breakout box on the Vive, but it’s still a big cable (it needs DisplayPort 1.2 and USB 3.0 on your PC, plus a power outlet to power the headset).The Index also lacks eye tracking, a technology that should greatly impact control and graphics quality in future VR. Eye tracking isn’t really in non-enterprise VR yet (the Vive Pro Eye has eye tracking but only for enterprise use, and it costs a fortune). But still, it’s a missing feature.The Index doesn’t do self-contained room tracking, either. The Oculus Rift S and Microsoft’s VR headsets like the HP Reverb use cameras in the headset, and that’s it. The Valve Index still needs little light-emitting boxes to be installed in the room you’re in. It’s the same tech, basically, that the original 2016 Vive used. The 2.0 version of these sensor boxes can enable a large room to turn into a holodeck, and the tracking is really good — but it’s extra gear you need to set up.Finally, like most VR headsets, even though the resolution’s good, it’s not “retina-level.” Meaning, you can still see pixels. I’ve only ever seen one retina-level VR headset, and it costs $6,000. Someday, it’ll arrive to all headsets. Again, just a reminder that the Index isn’t the uber-headset.These are excellent controllers. Not many games take advantage of the wild finger tracking yet. Sarah Tew/CNET The controllers are great upgrades, but app support variesThe Valve Index controllers, as I’ve said, feel like the overdue sequel to the original Vive VR controllers. They’re great, they feel comfy and can track all your fingers like magic gloves. They can register force when you squeeze them. They feel like the future of VR input.They also have some nice extras that the Vive controllers lack, like buttons and analog sticks. That makes them serve as more-capable game controllers, much like the Oculus Touch controllers.It’s great that these controllers can work with all the games and apps that support Vive’s controllers, so there’s a deep library to tap into. They can be your Vive replacement controllers, easily.But that being said, only a handful of games take advantage of the Index controllers’ unique qualities right now. A list, if you’re curious:Space JunkiesMuseum of Other Realities#SkiJumpGarden of the SeaVacation SimulatorFujiiTrover Saves the UniverseAperture Hand LabsShadow Legend VRVRChatOnwardPavlov VRArizona SunshineSpace Pirate TrainerFruit Ninja VRSuperHot VRHot Dogs, Horseshoes & Hand GrenadesPokerStars VRVanishing RealmsCosmic TripNeos VRAccounting+Job SimulatorTilt BrushJet IslandDuck SeasonWindlands 2MossEcho GrottoBlade & SorceryBigscreen BetaClimbeyBeat SaberCompoundAnd, even in that list, some games don’t really do much with the extra finger tracking. The brilliant Aperture Hand Lab is a great demo app that shows what experiences could do when designed with these controllers in mind. But how many games and apps will bother to do that?The Valve Index controllers have analog sticks and buttons and a trackpad, a big improvement on Vive’s older controllers. Sarah Tew/CNET Not the same wireless freedom as Oculus QuestThis is a totally unfair comparison… but the $399 Oculus Quest, all self-contained and wireless, not needing any PC at all, was a more surprising experience to me than Valve Index. I love the Quest’s easy-on, instant-start satisfaction. Admittedly, it’s a totally different proposition: it’s using a mobile chip and has a limited closed-off curated library of games. It’s not as powerful as Valve Index.Again, sorry for the comparison. But I want VR to become more effortless and wire-free, easy to be immersed in. Valve Index isn’t that. You need a PC. You need those sensor boxes in your room. There’s a long, thick cable. It is, however, an improved set of hardware that the Steam VR platform needed, and those Index controllers are really great. I just don’t know, at this point, whether it’s worth your money to dive in. Computers Gaming Post a comment 0 Tags Share your voice Steam Valve Virtual Reality HTCread more